Project Zomboid

Project Zomboid

CDC Rapid Response Community
Showing 1-9 of 9 entries
Update: 11 May @ 8:58pm

-Fixed an exploit where players could multiply medications based on the usedelta instead of inventory count.

Update: 10 May @ 12:47pm

-Corrected reference to Belt so that B41 default Belt2 will work for prepared Injections.
-Removed all PPE check features for recovering syrette needles or opening weathered packets (NOTE: These features were locked out on sandbox, but potential for errors during these actions have been removed.

Update: 8 May @ 3:10pm

-Art update for CDC Guides and Leaflets.

-This is the final update until end of SD8, all further updates will be bug fixes only.

Update: 8 May @ 9:12am

-Additions:
-Added stack options for loose test kits

-Minor adjustments:
-Pill tolerance has been adjusted. Was ramping too fast. Ramps up slower reaching slightly higher tolerances.
-Medications and Antidote side effects tuned to lore specifics within the new side effect system.
-Reduced food sickness and cold sickness for successful treatments on all medications.
-Reduced effectiveness of Viazom and added RNG element for half-life variation.

-This is the last planned code update. All further code updates will be hotfix patches only in response to any bug reports.

Update: 7 May @ 5:50pm

-Corrected Consumption check on Globunex. Was not checking for sandbox variable. Now all drugs respect the Consumption sandbox setting.

Update: 5 May @ 10:25pm

-Updated character dialogue for when test has failed due to dry mouth. No longer states "mouth is dry" instead states that Droolox needs to be used, and that alcohol can be used also.

Update: 5 May @ 6:15pm

-Corrected function naming on digestion cycle checks when dying. Previously medications were calling only version.

Update: 5 May @ 4:48pm

-Corrected medication sideffects reoccuring after death when the player has respawned by removing all moddata events when the players dies.

Update: 4 May @ 11:48pm